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How did 4e take simulation away from D&D?
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<blockquote data-quote="eriktheguy" data-source="post: 5498802" data-attributes="member: 83662"><p>@ Karinsdad</p><p>What you said in your post covers most of what I consider to be 'nudging'. There are some other cases, especially those outlined by Abdul. I do agree with him that your limitations are rather strict. I'm guessing you run a very open world campaign (almost sandboxxy) by the fact that you don't nudge the characters too much. This is similar to my campiagn; I pretty much let the characters go where they want.</p><p></p><p>Not all DMs do this though. A DM who nudges the characters towards the adventure he has prepared has every right to do so. Some DMs may only take 2 hours to prepare each week and have nothing else ready for the characters. They need to keep the characters on track, unlike me and (I'm guessing) you who can afford diversions.</p><p></p><p>I also understand what you're saying about not correcting the characters. Personally I love it when parties take information, apply logic, and reach the wrong conclusion. I DO correct them if the mistake arises from something their characters ought to know about the world. This is especially common with new players. I DO NOT correct them if the mistake arises from their reasoning or logic. One of the best moments in my campaign involved killing a lich and inadvertently setting his previously docile undead minions free on the local populace. This mistake on the party's part had advantages and disadvantages, but it was terrific fun to play through the resulting chaos.</p><p></p><p>Not everything I mention when I nudge them is somethign that I 'forgot' to mention. Often it's something I did mention earlier, but the players forgot. If it's been a week since we last played, but only five minutes in-game, I will remind them of something that slipped their mind. Also, somethings I omit information because the game world is to huge to describe, not because I forgot. I'm fine with telling the players 'no actually, you know that's not true'.</p><p></p><p>But those are all things most DMs would agree on.</p><p></p><p>This is where I think you and I differ Karinsdad. I direct the players' conversation by pointing out contradictions, ending circular arguments, reminding them of options they have dismissed or pointing new options out. This is meta-game, but I do it to prevent discussions from going on too long. I think it's fair to throw the players a bone. I am forcing them to condense the hours their characters might take into about 20 minutes discussion at the table. But I think this is a line that many DMs take different sides of; do you help your players make decisions outside of reminding them of what they already know?</p><p></p><p>Finally, regarding correcting the players in combat: I tend to be very liberal, especially with new players. "You don't think that will work", "You're a defender, you should try to stick with the party", "I wouldn't do that, it would put you right next to the ogre and you aren't built for melee". Usually I am reminding new players of things that are already second nature for experienced players, so that's fine.</p></blockquote><p></p>
[QUOTE="eriktheguy, post: 5498802, member: 83662"] @ Karinsdad What you said in your post covers most of what I consider to be 'nudging'. There are some other cases, especially those outlined by Abdul. I do agree with him that your limitations are rather strict. I'm guessing you run a very open world campaign (almost sandboxxy) by the fact that you don't nudge the characters too much. This is similar to my campiagn; I pretty much let the characters go where they want. Not all DMs do this though. A DM who nudges the characters towards the adventure he has prepared has every right to do so. Some DMs may only take 2 hours to prepare each week and have nothing else ready for the characters. They need to keep the characters on track, unlike me and (I'm guessing) you who can afford diversions. I also understand what you're saying about not correcting the characters. Personally I love it when parties take information, apply logic, and reach the wrong conclusion. I DO correct them if the mistake arises from something their characters ought to know about the world. This is especially common with new players. I DO NOT correct them if the mistake arises from their reasoning or logic. One of the best moments in my campaign involved killing a lich and inadvertently setting his previously docile undead minions free on the local populace. This mistake on the party's part had advantages and disadvantages, but it was terrific fun to play through the resulting chaos. Not everything I mention when I nudge them is somethign that I 'forgot' to mention. Often it's something I did mention earlier, but the players forgot. If it's been a week since we last played, but only five minutes in-game, I will remind them of something that slipped their mind. Also, somethings I omit information because the game world is to huge to describe, not because I forgot. I'm fine with telling the players 'no actually, you know that's not true'. But those are all things most DMs would agree on. This is where I think you and I differ Karinsdad. I direct the players' conversation by pointing out contradictions, ending circular arguments, reminding them of options they have dismissed or pointing new options out. This is meta-game, but I do it to prevent discussions from going on too long. I think it's fair to throw the players a bone. I am forcing them to condense the hours their characters might take into about 20 minutes discussion at the table. But I think this is a line that many DMs take different sides of; do you help your players make decisions outside of reminding them of what they already know? Finally, regarding correcting the players in combat: I tend to be very liberal, especially with new players. "You don't think that will work", "You're a defender, you should try to stick with the party", "I wouldn't do that, it would put you right next to the ogre and you aren't built for melee". Usually I am reminding new players of things that are already second nature for experienced players, so that's fine. [/QUOTE]
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